Second demoday update


Another 2 months have passed, i think I've made a decent amount of progress. Well, i guess it's hard not to make a lot of progress when the project is essentially only 2 months old.
The demo includes a basic enemy and the AI which I've been working on for the past 2 months. , but hopefully it's a big enough demo to be able to judge whether or not the gameplay is headed in the right direction.
i'm still working with placeholder assets, so bear with me as i try to figure out the artstyle of the game.
There are too many changes to list but i'll give it a try;
-Enemy AI state machine
-Enemy animations (placeholder sprites)
-Enemy effects
-Spider egg
-Reimplemented hit detection
-Added automatic UI fading if nothing is happening
-Weapon display on pickups
-Status animations for enemy (target spotted, target lost, stunned)
-Reworked some player animations
-Implemented a host of effects that players and enemies can inflict on each other (damage, knockback, etc.)
-Added a new test level (no textures for now)
-Worked on the main shader of the game
-Added a variety of sounds
Files
Get BreakWeapons
BreakWeapons
Early prototype first person combat dungeoncrawler
Status | Prototype |
Author | brum |
Genre | Action |
Tags | 3D, Action RPG, combos, FPS, Pixel Art |
Languages | English |
Accessibility | Interactive tutorial |
More posts
- jan14 patchJan 14, 2018
- 2018 Jan1 Demoday ChangelogJan 08, 2018
Leave a comment
Log in with itch.io to leave a comment.